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DaveLChgo

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Posts posted by DaveLChgo

  1. On 3/10/2019 at 8:05 AM, Dave-Daring said:

    I have noticed recently that only my first stage is getting recovered despite all my stages being designed to be recoverable, this seems to have happened since the last SR update, any ideas?

    I've noticed this as well.    SR reports Nothing destroyed - Nothing recovered, beyond first stage. Admins at mission control will need to put some creative spin on why the launches are way over budget.

    LGG - I will try to post a log file and craft file.  After I dock. 

  2.   On 6/21/2018 at 12:46 PM, pquade said:

    >>>>>>>>>>>>>>>>

    * Updated map nodes to be visually different when behind a celestial body.


    Pretty much hating the way new luminance levels for orbital indicators on the opposite side of the planet now.

    Especially hate how hard it is to see data readouts.  

    https://i.imgur.com/NFgl09R.png
    Yes, it's this bad even in 100% stock.

    Is there a way for players to control this?

    >>>>>>>>>>>>>>>>>

    First let me say Thank you for working on the update.  Re-entry effects is finally fixed YAYYY!!!

    Objects Behind Celestial Bodies... 
    I agree it should be a selectable option.   Options on presentation of the gamespace is a good thing.
    I understand why they dimmed stuff behind planets.  Asthetics, reduce the visual clutter, what ever floats your boat.   

    But, what the dev in charge of that function forgot, was (previously) when you selected more than one data point so that you can see them at the same time, they would dim slightly.  Which was fine, it was a visual indicator you had multiple points selected.  What happens now is that when you mouse over an object behind the planet it is very dim and difficult to read.  And when more than one data point is selected they 'still' dim slightly (as per the original design, but with the new feature, appears 2x dimmed now)  which makes it impossible to read. 

    Ideally it would be a selectable option.  And if the option is turned on (dim stuff behind objects = yes) then when you mouse over a data point the data should brighten, instead of dimming.  If more than one data point is selected, then brighten it a little less.  If implemented this should hopefully satisfy most opinions regarding this topic.  Maybe...just a smidge.

  3. On 12/13/2017 at 8:54 AM, RW-1 said:

    I'm stupid as well, until I get the hang of this.

     

    EVE and SVE installed, my city lights seem layered, and I have a screenshot attached.

    Double city lights png

    I know it must be a duplicate of configs somewhere, and I have tried removing various files/folders to obtain better results, all have failed me.

     

    Any assistance would be welcome, I'm on 1.3.1 and can supply more info if requested.

     

     

    @ RW-1  Did you ever find the fix for this?   

    Or anyone else for that matter...   I'm having the same issue, where my city lights show a duplicate layer.   Makes the city lights look blurry and fuzzy.  Im sure its not helping the processor any either.  Thanks!!

  4. @linuxgurugamer  you've always done an awesome job with the myriad of mods you created or picked up the torch to maintain.  Thank you for that.

    My question for this mod is this.  Is it required to be on the screen during game play?  

    I installed the Raster Props and the toolbar controller is a requirement so it gets installed as well..   I had no idea what it did and clicked on it.  Nothing happened, clicked again nothing happened, clicked again nothing happened.  So I continued with my game.  Got into orbit and started doing some right clicks on pieces to do various things.  Problem was that the right click menu were now massively short.  Listing only 2 items instead of the 4 or 10.   For instance I right click on the capsule and I can only transfer crew.  Gather science or crew report all those other items were gone.  But as I moved my mouse around the long list would return.  Only to go back to the short list as my mouse came closer to click on something.  Its like it was taunting me!!!.  Anyway I removed the toolbar controller and all was well again.  Then reinstalled it and made note of clicking on the icon and the menu behavior.  And yes when the toolbar icon is clicked I get short menus when its unclicked I get the long menus.   I honestly cannot think of a need for the player to have the truncated menu other than to toy with their emotions.   Not sure if its a side effect of the mod stew or if its intended.  Since the button doesn't change color I cannot tell if its clicked either.  Is there a way to just not have it visible on the menu?  I like the raster props but hate the wasted real estate of a button that did nothing than suck 30 minutes away from my precious kerbal time.   (which is after the kids are in bed and before the wife calls down wondering if I'm coming to bed or not)  Thanks.

  5. How do I get the patch? (not from steam)

    There doesn't appear to be any links to it.  Someone in a reply earlier on provided some but they never worked. 

    I am logged into the forum and the main site, as someone later suggested, but those same links still have a permission issue. 

    Is there any other link?  I'm just not seeing it.   Thanks!!

  6. Re-entry VFX  -  since they are not fixed.  Can you remove the item in the change log that states they are fixed?   

    * Fix reentry VFX being broken by parts which don’t have a scale of one.

    Or maybe they did fix that.  But didnt fix the reentry VFX for parts that DO have a scale of one. hmmm.   Anyway the VFX on mine are still "on top"  making the spacecraft look kinda transparent.

     

    Thank you SQUAD for fixing the notices its nice not having to clear those out every so often.

     

    Surface EVA -   Anyone else getting a stutterstep effect when walking ?     My kerbals whole body twitch when walking on EVA's.  Instead of the normal side to side rocking walk they do.   Imagine a Max Headroom effect on the kerbals body.   If they have the helmet lights on, the lit up areas flicker so bad at the edges I might get a seizure.  Seriously I have to turn off the lights when they walk now.  And zoom out a great deal so I dont see them walk.   It is painful on the eyes.

  7. At first I uninstalled FAR thinking something must be up with the atmosphere.  But that had no effect.

    Then I uninstalled Real Chute.  Ran some sample capsules up into orbit and back.  They behaved normally and slowed when chutes opened. 

    Then I re-installed Real Chute,  and now everything is behaving properly.   Problem is now resolved.

    It was a very bizarre couple of days though.  

    Thanks for your help.

  8. Here you go. Let me know what you think.

    Successful Re-entry through atmosphere.   https://imgur.com/CwfwQAb

    Deploy radial chute.  https://imgur.com/z61ymmb

    Result of deploying all chutes.  https://imgur.com/NcyXNLK

    List of installed MODS
                "name": "AlternateResourcePanel"
                "name": "Chatterer"
                "name": "CommunityCategoryKit"
                "name": "KerbalJointReinforcement"
                "name": "CrowdSourcedScience"
                "name": "DockingPortSoundFX"
                "name": "EasyVesselSwitch"
                "name": "ModuleManager"
                "name": "KAS"
                "name": "MechJebForAll"
                "name": "RealChute"
                "name": "ScienceRelay"
                "name": "TransferWindowPlanner"
                "name": "TriggerAu-Flags"
                "name": "WaypointManager"
                "name": "MechJeb2"
                "name": "UniversalStorage"
                "name": "KspCraftOrganizer"
                "name": "DockingPortAlignmentIndicator"
                "name": "Mk2Expansion"
                "name": "KerbalEngineerRedux"
                "name": "KerboKatzUtilities"
                "name": "AsteroidDay"
                "name": "AviationLights"
                "name": "CameraFocusChanger"
                "name": "Canadarm"
                "name": "ForScience"
                "name": "InfernalRobotics"
                "name": "FinalFrontier"
                "name": "ReentryParticleEffect"
                "name": "StageRecovery"
                "name": "CommunityResourcePack"
                "name": "SixCrewScienceLab"
                "name": "SixSeatMk3cockpit"
                "name": "KIS"
                "name": "Mk3Expansion"
                "name": "InterstellarFuelSwitch-Core"
                "name": "EnvironmentalVisualEnhancements"
                "name": "InterstellarFuelSwitch"
                "name": "AllYAll"
                "name": "TextureReplacerReplaced"

  9. Has anyone experienced this.  I have a stock 3 man capsule with heat shield.

    Re-entry > deploy radial drogue chute at 9000M going 220m/s.    

    Not really having any effect I deploy the rest of the chutes.

    All of them successfully deploy but the capsule then speeds up,  so much so that im getting the white wake forming around the craft.   Until it ultimately crashes into the ground doing 390 m/s.

    Its like I'm getting an April Fools thing happening. 

    Trying to land this ship and Im getting pretty much the same results.

    Will have to start removing all the mods and start over if no one has any input.

    Thanks for your time.

  10. 6 minutes ago, steve_v said:

    Really wish the patch team would focus on [insert game engine fault here]. My top issue is the Dog awful garbage collection stutter. Even without leaks, the memory management in this game sucks.

    That's exactly the memory issue I was referring to.  Just could not remember the terminology this fine evening.  But my tired brain kept seeing it as a leak.  Thanks for the refresher.

  11. Yep 1.3.1 with the Mods I have fails to "launch" the game.

    Time to unload the mods and add them in one by one to see which one is causing the problem.

    Feels like we just did this a month ago - ish.   Good to see the game is being supported.  Glad I have my backup of 1.3.0.   Really wish the patch team would focus on the memory leak in the 64 bit version.  That would make the jumping through hoops more worth while.  Can play the game (1.3.0) for about 3 hours on a 4GB system before it just chokes on itself and I have to quit.

     

  12. My Feature Requests....
    1. Would love if non standard keys could be assigned.  F1 F2  ^ ( $ @   TAB BACKSPACE  etc etc.    Also keypad number keys instead of just the line of numbers above the letter keys.  
    This would help a lot in mapping the Canadarm movement to really unused keys.

    2. Would love if the arm counted as 2 or 3 kerbals for KIS engineer purposes.  As it is now I still need 2 or 3 Kerbals on eva to attach large pieces together.

     

    OK now on to the purpose of my post.
    I haven't seen anything about using a joystick with this mod, so here we go, this shows what happens when I have some free time after playing Kerbal....

    What I have done thus far is to map the Canadarm movements to some keys.  Then I have my Thrustmaster F16 joystick (pictured below) and I mapped the hats on the joystick to move various pieces left right up and down via those same keys.    So its all working nicely, moving the Canadarm around in the game without touching the keyboard or the mouse.  Here is a short Vimeo video of the Canadarm being controlled with the joystick hats.
    https://vimeo.com/236860457    

    Hat 1 (large hat to the right of the red button)  controls the shoulder.   Hat 4 (grey hat on left side of the joystick) controls the elbow.  Hat 3 (black hat below hat 1) controls the wrist.  Hat 2 (black hat below the red button) controls the rotation of the effector.

    I included the code below in case anyone else has a Thrustmaster and wants to try it.   My next plan is to have the axis's of the joystick do the movement of the arm instead of the joystick hats.  But that joystick coding converting joystick movement to key strokes is much more involved, not impossible, just more involved.  Being able to change the speed of the joints via keyboard commands would be nice too. 

    Ideally the desired joint would be controlled by the joystick moving left right for and aft.  And the speed of the arm would increase as the joystick was moved further along that axis. The Thrustmaster throttle has various hats switches and knobs on it as well.  There is a three position switch that would work nicely in switching which part of the arm is being controlled by the joystick. This would make it quite similar to the actual controls of the Canadarm.   Am I over thinking this or what? 

    Feel free to comment or ask a question. 

    fss58-300.jpg   

     

    The following would be in the Kerbal IR editor window
    >>>>
    Shoulder Yaw  k l     (as in Kilo and Lima)
    Shoulder Pitch  2 1  (as in number two and number one)
    Elbow Pitch  4 3  (as in number four and number three)
    Wrist Pitch  6 5   (as in number six and number five)
    End Yaw  8 7   (as in number eight and number seven)
    End Roll  9 0   (as in number nine and number zero)
    >>>>

    The following would be added to your thrustmaster  kerbalcanadarm.tmj file.  Or what ever you choose to name it.
    >>>>>>>>>>>>>>>>>> Do not include this line >>>>>>>>>>>>>>>>>>>>

    Rem ---------------------------------------------
    Rem          Button and Hat statements
    Rem ---------------------------------------------


         BTN H1U /U 
                 /M 
                 /D /I
                    /O /H 2

         BTN H1D /U 
                 /M 
                 /D /I
                    /O /H 1

         BTN H1L /U 
                 /M 
                 /D /I
                    /O /H k

         BTN H1R /U 
                 /M 
                 /D /I
                    /O /H l
    Rem ---------------------------------------------

         BTN H2U /U 
                 /M 
                 /D /I
                    /O /H 0

         BTN H2D /U 
                 /M 
                 /D /I
                    /O /H 9

    Rem ---------------------------------------------

         BTN H3U /U 
                 /M 
                 /D /I
                    /O /H 6

         BTN H3D /U 
                 /M 
                 /D /I
                    /O /H 5

         BTN H3L /U 
                 /M 
                 /D /I
                    /O /H 7

         BTN H3R /U 
                 /M 
                 /D /I
                    /O /H 8

    Rem ---------------------------------------------

         BTN H4U /U 
                 /M 
                 /D /I
                    /O /H 4

         BTN H4D /U 
                 /M 
                 /D /I
                    /O /H 3

    >>>>>>>>>>>>>>>>>> Do not include this line >>>>>>>>>>>>>>>>>>>>

     

     

  13. Testing the upload from linuxgurugamer  as well.

    Keeping fingers crossed and will post back the results.

     

    UPDATE:

    Everything seems to work just fine on my 64bit v1.3 with the tweeked? updated? modified mod?

    Not sure what to call it.

    Thanks linuxgurugamer.    Hopefully Denny is doing well.  We all have our own lives and sometimes life takes priority over Kerbal. 

    But only sometimes.

     

  14. 6 hours ago, SuicidalInsanity said:

    @DaveLChgo: Found the error - When recompiling parts to fix their specular shaders, the Sledgehammer got exported as Model.mu instead of model.mu causing KSP's loader to skip it (Caps sensitive code strikes again!). A fixed version of 1.8 has been re-uploaded to the usual locations.
    Alternatively, if you don't want to re-DL the whole thing,  go to Mk2Expansion/Parts/Engines/AugmentedRocket and open up the Part.cfg. Change "model = Mk2Expansion/Parts/Engines/AugmentedRocket/model" to "model = Mk2Expansion/Parts/Engines/AugmentedRocket/Model"

    Awesome work finding the cause of the error so quickly,  gotta love those syntax errors.  But at least its a simple fix once its figured out.   I couldn't figure out the name difference to even start tracing the cause.  M2X augmented rocket is the sledge hammer....  who knew.

     

    Thanks again.

  15. After applying the 1.8 update for this mod I get the error when loading certain ships...

    m2x.augmented rocket is missing.

    Did this mod remove that part?

    Trying to figure out how to get my ship back.

    Fortunately a low level rescued recruit was onboard.

    So from a PR stand point...  we're good!

     

    Any assistance would be appreciated by the parents of the missing crewman.

    I don't think he even completed his HR paperwork yet.   Thanks.

  16. Just in case someone else is in the same predicament as I was....

    I am now able to regain control of ships that used parts from the KURS mod.

    Download the docking camera mod and unzip and copy it to the gamedata folder. 

    Now go into \gamedata\OLDD   and delete dockingcamera.dll,  dockingcamera.version,  dockingcameraassets, docking camera.png, sciencedef.cfg  and config.xml

    Run the game, you should now be able to load vessels that were erroring.

     

    I did not test to ascertain if I could delete fewer files or more files and still be able to access the ships in flight.  I'm just happy I can continue with the minmus mission.

    This does not fix the docking camera, but it at least allow you to load ships and work around the missing part issue..

  17. We here at mission control regret to inform you that on Jun 1st, we have lost contact with the Minmus Lander Mission.  

    Approximately one week after the crew made its successful landing, all telemetry has ceased. 

    We believe the Science Lander (pictured left) along with its two Rover vehicles (not pictured) must have experienced some sort of catastrophic failure with one or more of its systems.  

    The last transmission from the mission was an automated alert....

    Vessel Loading Error

    Vessel Minmus Lander Mk Ia was not loaded because it had the following parts missing:

    OnboardCamera

    While we know that a camera isn't a critical part of the ship like an airdock would be, we can only guess that the camera software must have interfered with the main system after the main system received an automated update to version 1.3.

    If this failure of the main systems occurred during a hop while the lander was in flight one could only hope that the crew was able to land safely.  The fate of its crew of 10, along with the 4 tourists are currently unknown.

    The staff here at mission control have reinstalled version 1.2 successfully hoping that it would restore communications.  But it was to no avail, all attempts have met with negative results

    We can only hope the software engineers can quickly resolve the issue between the onboardcamera software and version 1.3.  And pray that the Minmus Lander crew is alive and well.

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